You have to work out what their current centers are, say the instance center is 10,10,10 then then add a static transform to move these to the origin, -10,-10,-10, then if to want to move these instances around you could simply flatten the object so the transform is applied to the verts etc or add a dynamic transform above the static transfom among other options
Gordon __________________________________________________________ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __________________________________________________________ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival" - Master Tambo Tetsura ________________________________ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tuan Do Sent: Wednesday, September 17, 2008 7:51 AM To: [email protected] Subject: [osg-users] Problem with local coordinate! Hi all, just a simple question, and I can't find related topics on the group. How can I get/set my components' local center coordinate? I have lots of components, all of them are contained in one 3DS model and have it's own local coordinate. I used matrixtransform to set a component's position to (0,0,0) but it didn't translate to the origin, and all components' position is like in the model. Then I used matrixTransform to rotate a component around it's local axis, it still worked but it's position (gettrans()) always change. I really don't understand this, I don't want to seperate the model to many components. Any support'd be appreciated. Thanks, Best Regards. -- ЯicKy
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